Currently we are having grimoire that prevent friendly unit affected by Sent to cemetery,Changing Max HP,engaged,cannot hit by attack action.

Why don't we have some grimoire that prevent friendly unit affected by return?As generally sent to cemetery and changing Max HP cost more SP or resource than return.If people could accept their grimoire or SS wasted if they got countered by those grimoire, it seems that people should also able to accept grimoire that prevent friendly unit be affected by return. As now return could be a 2LP SS while sent unit directly to cemetery (not sent closed unit) and changing Max HP are just 1LP.

darkrain wrote:Currently we are having grimoire that prevent friendly unit affected by Sent to cemetery,Changing Max HP,engaged,cannot hit by attack action.

Why don't we have some grimoire that prevent friendly unit affected by return?As generally sent to cemetery and changing Max HP cost more SP or resource than return.If people could accept their grimoire or SS wasted if they got countered by those grimoire, it seems that people should also able to accept grimoire that prevent friendly unit be affected by return. As now return could be a 2LP SS while sent unit directly to cemetery (not sent closed unit) and changing Max HP are just 1LP.

In the same breath, it still would be coinflip for same turn. Which would make it miracle fruit.

Maybe a unit that has a skill that prevents return until end of next turn or SS that does damange and then friendly unit can't be returned until end of next turn. But then I'd also have to request a buff to Wrath so it doesn't drain sphere.

If a card or mechanic is powerful enough and staple enough to warrant creating more cards just to counter it, these new cards then become staple as well. Eventually, this leads to a stale and monotonous meta, which is a tale-tell imbalance. It's much more logical and efficient to eliminate the problem directly. Hence the bannings of Yata-Garasu, Skullclamp and Overload in their respective games.

darkrain wrote:Currently we are having grimoire that prevent friendly unit affected by Sent to cemetery,Changing Max HP,engaged,cannot hit by attack action.

Why don't we have some grimoire that prevent friendly unit affected by return?As generally sent to cemetery and changing Max HP cost more SP or resource than return.If people could accept their grimoire or SS wasted if they got countered by those grimoire, it seems that people should also able to accept grimoire that prevent friendly unit be affected by return. As now return could be a 2LP SS while sent unit directly to cemetery (not sent closed unit) and changing Max HP are just 1LP.

not gonna help. The point is you will 1: waste sp2 waste a fieldpositionwith such a grim.But the way you win against return is exactly not to waste those two resources. By the nature of returns (and tbh this includes also removals) the counters for them you cannot search under grimoires. You need to search them under units (your deck design including answers for low sp environment and rythm issues) soulskills and sp gain/drain.

darkrain wrote:Currently we are having grimoire that prevent friendly unit affected by Sent to cemetery,Changing Max HP,engaged,cannot hit by attack action.

Why don't we have some grimoire that prevent friendly unit affected by return?As generally sent to cemetery and changing Max HP cost more SP or resource than return.If people could accept their grimoire or SS wasted if they got countered by those grimoire, it seems that people should also able to accept grimoire that prevent friendly unit be affected by return. As now return could be a 2LP SS while sent unit directly to cemetery (not sent closed unit) and changing Max HP are just 1LP.

not gonna help. The point is you will 1: waste sp2 waste a fieldpositionwith such a grim.But the way you win against return is exactly not to waste those two resources. By the nature of returns (and tbh this includes also removals) the counters for them you cannot search under grimoires. You need to search them under units (your deck design including answers for low sp environment and rythm issues) soulskills and sp gain/drain.

I am suggesting about prevent friendly unit get returned from all source of effect that including return (including unit action, grimoire and SS).It would waste SP if you play grimoire without timing, but if you could predict what your opponent do, you would gain advantages. (While losing sp and set phrase if you do not play it in right time)

After playing Dark Confederation, friendly unit would not be affected by Hands of God, Raste action skill, Justice Soul Sill.

After playing General Order, friendly unit would not be affected by Merciless Death, Death Incarnate / Proposition action skill, assassin Soul Skil